Difference between revisions of "Rutger Shaw, Professional Adventurer"
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* [[Mule]] Using his jack marshal ability Take Aim combined with the Mule's ability to boost its range with [[Steam Pressure]] can make for a potent combination, as does his Strike True ability for helping the Mule land hits. It's also a good tough 'jack that can take the hits from [[Shield Guard]] like a champ. | * [[Mule]] Using his jack marshal ability Take Aim combined with the Mule's ability to boost its range with [[Steam Pressure]] can make for a potent combination, as does his Strike True ability for helping the Mule land hits. It's also a good tough 'jack that can take the hits from [[Shield Guard]] like a champ. | ||
* [[Mariner]] Strike True and Take Aim improve the Mariner's ability to shoot, while Iron Sentinel and Lash synergize well with its need for a Loader staying B2B. | * [[Mariner]] Strike True and Take Aim improve the Mariner's ability to shoot, while Iron Sentinel and Lash synergize well with its need for a Loader staying B2B. | ||
+ | * [[Mangler]] With Aggressive the Mangler might be a better jack to marshal than the [[Nomad]] - you can crush on the turn you charge, and Thresher benefits a lot from either True Strike or Crush. Far the most expensive option. | ||
=== Drawbacks and Downsides === | === Drawbacks and Downsides === |
Revision as of 23:28, 24 September 2016
Contents
Rutger Shaw, Professional Adventurer
Rutger Shaw enlisted in the Cygnaran Army as a young man and trained as a trencher, demonstrating a unique knack for marshaling warjacks as well as skill with a blade. Military service and long years of battle hardened him, even as his conscience chafed at fighting at the whim of callous officers. He opted out and turned sell-sword, spending recent years travelling the Iron Kingdoms guided by his taste for adventure and coin.
Faction(s) | Mercenary |
Type | Solo (Character) |
Base Size | Small |
SPD | Average |
MAT | Excellent |
RAT | Above Average |
DEF | Above Average |
ARM | Above Average |
Relative HP | Average Solo |
Relative Cost | Average Solo |
Weapons and Attacks
Hand Cannon - Above average range, good POW ranged weapon.
Mechanikal Sword (Jackknife) - Short range, good POW melee weapon.
Special Abilities
- Mercenary - will work for Cygnar, Khador, Protectorate of Menoth.
- Solo
- Error: The {{Drive}} template does not exist. Instead each type of Drive has its own template, such as {{Drive Assault}} or {{Drive Dismantle}}. Refer to Category: Drive for a current list. (Shield Guard - Once per round, when a friendly model is directly hit by a non-spray ranged attack during your opponent's turn while within 3" of this model, you can choose to have this model directly hit instead. This model is automatically hit and suffers all damage and effects. This model cannot use Shield Guard while it is incorporeal, knocked down, or stationary. The Shield Guard special rule can only trigger once per attack roll.).
- Dual Attack - This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
- Iron Sentinel - While B2B with a friendly Faction warjack, this model gains +2 DEF and ARM and cannot become knocked down.
- Partner: [ Taryn Di La Rovissi ] - While in Taryn Di La Rovissi's command range, this model gains Dodge. ({{ Dodge|Hide_Cat=}})
- Tough
- 'Jack Marshal
Thoughts on Rutger Shaw, Professional Adventurer
Rutger Shaw, Professional Adventurer in a nutshell
Rutger Shaw is a skilled jack marshal whose main ability is to give his marshaled warjack Shield Guard, and has Iron Sentinel to let him hang close to his 'jack until it gets to charge range.
Combos & Synergies
Other than the obvious partnership with Taryn, it's mostly the question of which warjack does best with a jack marshal and shield guard. There are several standouts with him, however.
- Talon The cost of the Talon plus Rutger's cost is the same as a Vanguard and it's not hard to make the case for this combination. The Talon, with its shield, is extremely tough for its points cost and is good at jamming up the enemy.
- Freebooter A freebooter is the joint cheapest heavy in the game, and brings a lot of damage boxes for its cost (therefore is ideally placed to catch most bullets). But what really makes the Freebooter a good choice to jack marshal is its chain attack; it's great fun but relies on three consecutive rolls working. This means that an across the board to hit buff is far more useful than a single boost; enter Strike True.
- Mule Using his jack marshal ability Take Aim combined with the Mule's ability to boost its range with Steam Pressure can make for a potent combination, as does his Strike True ability for helping the Mule land hits. It's also a good tough 'jack that can take the hits from Shield Guard like a champ.
- Mariner Strike True and Take Aim improve the Mariner's ability to shoot, while Iron Sentinel and Lash synergize well with its need for a Loader staying B2B.
- Mangler With Aggressive the Mangler might be a better jack to marshal than the Nomad - you can crush on the turn you charge, and Thresher benefits a lot from either True Strike or Crush. Far the most expensive option.
Drawbacks and Downsides
Like all jack marshals, Rutger lacks the ability to give his marshalled 'jack a focus, nor can it benefit from the new Power Up rule.
Tricks and Tactics
Changes from Mk2
Jack Marshals got a significant buff - and Rutger gained a good drive.